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-rw-r--r--src/glsl/glcpp/pp.c96
1 files changed, 87 insertions, 9 deletions
diff --git a/src/glsl/glcpp/pp.c b/src/glsl/glcpp/pp.c
index 4a623f81eb6..a54bcbe16d1 100644
--- a/src/glsl/glcpp/pp.c
+++ b/src/glsl/glcpp/pp.c
@@ -70,6 +70,42 @@ glcpp_warning (YYLTYPE *locp, glcpp_parser_t *parser, const char *fmt, ...)
&parser->info_log_length, "\n");
}
+/* Given str, (that's expected to start with a newline terminator of some
+ * sort), return a pointer to the first character in str after the newline.
+ *
+ * A newline terminator can be any of the following sequences:
+ *
+ * "\r\n"
+ * "\n\r"
+ * "\n"
+ * "\r"
+ *
+ * And the longest such sequence will be skipped.
+ */
+static const char *
+skip_newline (const char *str)
+{
+ const char *ret = str;
+
+ if (ret == NULL)
+ return ret;
+
+ if (*ret == '\0')
+ return ret;
+
+ if (*ret == '\r') {
+ ret++;
+ if (*ret && *ret == '\n')
+ ret++;
+ } else if (*ret == '\n') {
+ ret++;
+ if (*ret && *ret == '\r')
+ ret++;
+ }
+
+ return ret;
+}
+
/* Remove any line continuation characters in the shader, (whether in
* preprocessing directives or in GLSL code).
*/
@@ -78,10 +114,49 @@ remove_line_continuations(glcpp_parser_t *ctx, const char *shader)
{
char *clean = ralloc_strdup(ctx, "");
const char *backslash, *newline, *search_start;
+ const char *cr, *lf;
+ char newline_separator[3];
int collapsed_newlines = 0;
search_start = shader;
+ /* Determine what flavor of newlines this shader is using. GLSL
+ * provides for 4 different possible ways to separate lines, (using
+ * one or two characters):
+ *
+ * "\n" (line-feed, like Linux, Unix, and new Mac OS)
+ * "\r" (carriage-return, like old Mac files)
+ * "\r\n" (carriage-return + line-feed, like DOS files)
+ * "\n\r" (line-feed + carriage-return, like nothing, really)
+ *
+ * This code explicitly supports a shader that uses a mixture of
+ * newline terminators and will properly handle line continuation
+ * backslashes followed by any of the above.
+ *
+ * But, since we must also insert additional newlines in the output
+ * (for any collapsed lines) we attempt to maintain consistency by
+ * examining the first encountered newline terminator, and using the
+ * same terminator for any newlines we insert.
+ */
+ cr = strchr(search_start, '\r');
+ lf = strchr(search_start, '\n');
+
+ newline_separator[0] = '\n';
+ newline_separator[1] = '\0';
+ newline_separator[2] = '\0';
+
+ if (cr == NULL) {
+ /* Nothing to do. */
+ } else if (lf == NULL) {
+ newline_separator[0] = '\r';
+ } else if (lf == cr + 1) {
+ newline_separator[0] = '\r';
+ newline_separator[1] = '\n';
+ } else if (cr == lf + 1) {
+ newline_separator[0] = '\n';
+ newline_separator[1] = '\r';
+ }
+
while (true) {
backslash = strchr(search_start, '\\');
@@ -91,17 +166,24 @@ remove_line_continuations(glcpp_parser_t *ctx, const char *shader)
* line numbers.
*/
if (collapsed_newlines) {
- newline = strchr(search_start, '\n');
+ cr = strchr (search_start, '\r');
+ lf = strchr (search_start, '\n');
+ if (cr && lf)
+ newline = cr < lf ? cr : lf;
+ else if (cr)
+ newline = cr;
+ else
+ newline = lf;
if (newline &&
(backslash == NULL || newline < backslash))
{
ralloc_strncat(&clean, shader,
newline - shader + 1);
while (collapsed_newlines) {
- ralloc_strcat(&clean, "\n");
+ ralloc_strcat(&clean, newline_separator);
collapsed_newlines--;
}
- shader = newline + 1;
+ shader = skip_newline (newline);
search_start = shader;
}
}
@@ -116,15 +198,11 @@ remove_line_continuations(glcpp_parser_t *ctx, const char *shader)
* advance the shader pointer to the character after the
* newline.
*/
- if (backslash[1] == '\n' ||
- (backslash[1] == '\r' && backslash[2] == '\n'))
+ if (backslash[1] == '\r' || backslash[1] == '\n')
{
collapsed_newlines++;
ralloc_strncat(&clean, shader, backslash - shader);
- if (backslash[1] == '\n')
- shader = backslash + 2;
- else
- shader = backslash + 3;
+ shader = skip_newline (backslash + 1);
search_start = shader;
}
}